View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0015373 | AI War 1 / Classic | Bug - Gameplay | Jun 6, 2014 11:19 am | Jun 6, 2014 1:24 pm | |
Reporter | malkiel | Assigned To | keith.lamothe | ||
Status | resolved | Resolution | fixed | ||
Product Version | 7.033 | ||||
Summary | 0015373: emp mines chain triggering with little to no delay. | ||||
Description | ever wonder how a lone starship flying through your emp minefield slowly, due to the nearby grav turret, completely destroys the emp minefield? ever wonder how when 200 ships are flying at your emp minefield line, 2 fields get hit, both get broken, and only 10 ships get paralyzed (tho it is for a good 3 minutes)? I WONDERED. due to emp mines stopping a target cold, while it is STILL in said minefield, the target gets hit again. over and over. it means that from the moment a bomber flies into your emp minefield, said minefield has about .4 seconds to live... because it fires off every .1 seconds, or so it seems to me. after noticing this in my game, I made a test game where I found the saboteur issue reported elsewhere. possible solutions to this: 1) apply a longer mine contact immunity when ships hit an emp minefield 2) give them a small knockback effect to remove triggering targets from them 3) delay the paralysis a bit so targets can finish flying through it before getting stunned in a chain explosion. (a saboteur gets hit two or three times while flying through one) 4) declare it is working as intended | ||||
Tags | No tags attached. | ||||
Internal Weight | New | ||||
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I constructed a gamestate with a big line of EMP mines and sent a single AI mkI flagship at it. It correctly only triggered 1 "hit" per second, though bear in mind that due to granularity of time that the first two "hits" may come pretty close together due to the first hit being late in the first second. Also, ships that are not moving (due to paralysis, for instance) cannot trigger mines, though they can still be hit by the area effect of other mine detonations nearby. Anyway, after 7.034 comes out (I hope to get that out Saturday noonish eastern-time), if you get a chance to retest this that would be helpful. If you see something you think is significantly wrong, please give me a save where I can reproduce it. Thanks! |
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I believe the error was largely the triggering ship issue you mentioned and have already resolved for 7.34, redid my tests having a pair of saboteurs fly through an emp, and both took paralysis just fine on the first hit. also verified area mines are working as intended (though I was surprised at how small the area actually is) I think the granularity of time explanation makes sense, I must have simply had that perfect moment flying a saboteur through and triggering the emp 3 times. :) |
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Ok, makes sense (though I don't think it'd hit 3 times real fast, just 2 in nearly the same instant on the first hit). If problems persist in later versions feel free to reopen this or start a new report. Thanks! |
Date Modified | Username | Field | Change |
---|---|---|---|
Jun 6, 2014 11:19 am | malkiel | New Issue | |
Jun 6, 2014 12:56 pm | keith.lamothe | Note Added: 0038461 | |
Jun 6, 2014 12:56 pm | keith.lamothe | Assigned To | => keith.lamothe |
Jun 6, 2014 12:56 pm | keith.lamothe | Status | new => feedback |
Jun 6, 2014 1:21 pm | malkiel | Note Added: 0038462 | |
Jun 6, 2014 1:21 pm | malkiel | Status | feedback => assigned |
Jun 6, 2014 1:24 pm | keith.lamothe | Internal Weight | => New |
Jun 6, 2014 1:24 pm | keith.lamothe | Note Added: 0038464 | |
Jun 6, 2014 1:24 pm | keith.lamothe | Status | assigned => resolved |
Jun 6, 2014 1:24 pm | keith.lamothe | Resolution | open => fixed |